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Everything posted by Idlamn

  1. It always bugs me that everyone thinks PvP in WO is like this hardcore-sky-turning-red-brutal-loose-everything thing. My experience on an Epic home island (most of my time) was pretty much doing the same things as on Freedom, except finding a horse stolen now and then or fixing something at the canal gatehouse or keeping in mind to make things difficult to navigate for raiders and stuff. It's more RvR and it's the best RvR I ever saw in my life. And I wonder why it is never shown like this. I literally saw no RvR mentioned anywhere about Epic. We even have player made kingdoms, player kings and offices. How is Wurm PvP and WoW RvR? I'm gonna rant on a separate thread about this. But activating PvP on Freedom would be a huge turn-off for a lot of people. And giving the choice to some random player to turn it on or off
  2. I remember being afraid of those as my place was undeeded, then while I was away a giant Mag spire appeared like 100-200m away from my place. We thought it was cool because we could build on top of it, but then again it kinda ruined the awesome scenery. But happening to deeds also? I thought it was only for undeeded areas. Now I'm scared.
  3. It isn't bad. It made it so that experienced unique finders would be able to quickly get it before anyone else. It's much more interesting now, when you can come across one while exploring. I see why anyone would find this interesting - it's nice to have those disruptive events in games, and for me the champion troll king thing was really engaging. Exactly what I want from MMOs no scripted quests, just unexpected events like this. But having a dragon intently going around to grief people on the server it's another level of disruption that some people might not enjoy. And burning down forrests, howses and killing animals would not be ok with a lot of players, I imagine.
  4. This could be something like Challenge. Maybe like a short-term scenario with some goals and when it's over you get some skins/items on your main toon. But then again I would hate to see Wurm flooded with all sorts of mini-games and different scenarios. I mean if you make a nomad thing, why not make another challenge thing or some other ideeas.
  5. Simple option would be to make it undrinkable. The other option is to make it somehow drinkable but with some debuff (maybe nutrition/food stats going down). In addition to either of those there is boiling the water to make salt (current feature). I am not sure how it works right now but there should be a way to get fresh water out of it that might require some extra effort. Whatever it is. This should definately not be something to make up for fishing update changes, as OP mentioned.
  6. Back in the day on Epic there was this rule where you could get higher tier precious metal only on the central island. I think this sort of elements are already in place, with things like marble or slate requiring you to find a mine for it (or a public project). But having 4 islands each with it's own terrain... I can kinda see where the fun/catch would be, but I don't think it would be enough. Then there's the fact there are too many islands as it is. Maybe enhance the current ones with some gameplay that brings value to nomads. It's nice to see people creatively using WU for things like this, though.
  7. Only that in WO the world is flat. Much easier And you are not navigating the whole world, but like an island (so maybe it's round after all, but the area is too small).
  8. Bump. For the new exploration update I think it is very important that the absurd overboard/anchor to read compass workaround is fixed with a nautical compass or simply allowing the compass to work.
  9. Sounds like my kind of update!
  10. I wouldn't like the comet thing. They did a good job in removing the unique announcement I think. It gives explorers the possibility to find a unique. I had my deed attacked by a champion troll king on Serenity. He just destroyed a few fences/walls until the kingdom came together and we took it down. I can't imagine a unique causing massive damage to people's settlements would be any fun. It's not like some dragon attacking NPC houses. It's attacking stuff people put effort in, and that would not be very fun. Telescopes would be cool, but dunno what function they can serve. Hibernation pods in Wurm sounds like Tek tier stuff from Ark. Sorcery and magic exists in Wurm but it's more exclusive than in typical RPGs. I really like this approach.
  11. In addition to the skin the rune details also need to be more elaborate than what they are right now - it just states that the item is runed.
  12. I don't think that would seem very nice. It would look as if the company is directing hatred towards people that got banned. And I know most players won't really care about this, I'm just saying how it would look like.
  13. The wooden trim present for the stone walls should also be added to roundstone (at least), sandstone, marble and slate walls. The problem right now is for houses that have for example a roundstone ground floor and timber framed top floors. It simply needs a border between the change in wall types, as it looks too crude.
  14. Unicorn armor should be of higher priority.
  15. Can I have the luxurious checkers boards, please? Nvm... I'm on South Freedom.
  16. I also forgot to mention this. I called support several times (5-10) and they came in half an hour maximum. Which is also a point for very good service on the game's part.
  17. Best of wishes to the WO staff. It's good that you let the community know of this. I noticed myself that there were some concerns on the forums regarding the status of Wurm further development (and I go on the forums only every now and then). I played the game a few times in the no-animation age, and when I started on Serenity 7-8 yrs ago I was astonished at how far and how well polished this very unknown game has gotten. I remained a player since then and the team has delivered constant updates to the game. Updates that were both high quality and that for me seemed to be very strategically choosen to have the most impact, which is especially important since the team is so small, so every minute of development time counts. Take for example the AH update - something a great number of players enjoy, that needed to be more meaningful, especially for higher skilled players. Also the combat update they made combat be more meaningful, more engaging. It was never the case to go from this slow-paced combat (which some people like me actually prefer) to some Mordhau-style of combat, so they bettered exactly that part. Also the graphics update - rendering distant forrests - Wurm has those awesome, realistic forrest areas and they enhanced exactly that part which a lot of people like (even some non-Wurmian friends of mine are amazed by those forrests). Oh and I have to mention here, I put up a "little" bug, that was observable by the keenest eyes only and it got resolved very quickly, which shows how dedicated they are to quality: I spoke with a lot of players in-game and many of them appreciate how the game receives those updates from time to time and are still enthusiastic about it even after many years of playing. I hope someone from the team reads this. It's not meant to flatter anyone, it is exactly how I feel about the my whole Wurm journey, and what I also learned (through in-game chat) is the opinion of others. I'm not saying they should dismiss all the criticism, but when I see all those complaints it makes me feel terrible.
  18. I don't know the reason for the tax. Maybe to not overcrowd the game with merchants? But since a lot of the markets have reduced number of merchants it doesn't make sense anymore. If anything it will make those markets more livelier, and that's for the better.
  19. iPurse

    It's kinda cool they have individual items for money instead of the gold, silver, copper, iron counters. On the other hand the limit of 100 items may not make sense for some little coins in a satchel. When you can have 100 corn in that same satchel. But that's just trying to make Wurm more RL logic
  20. This is the case indeed. However I think there is also a point to be made for the coin bag. The current functionality with the token is a bit non-intuitive, as you can very well see from other people on this thread. I myself found out about it later, and passed on some good merchant offers because I didn't know about it. The merchant network sounds a bit overcomplicated. I know this was a thing in Mortal Online, where you could see at the broker mechants from other towns or player establishments, but you actually had to be there with the cash. But this means having a broker and I wouldn't want that in Wurm.
  21. I would like to see one or more capes/cloaks that are longer than the master one. At the same time, those should be just as exclusive as the master cape. I know realistically people wore cloaks more often, but I currently like how some things are very exclusive in WO. So I'd like capes to be reserved for players with big achievements, not to be available to everyone. That's just my view. And just so we are clear, I don't have the master cape
  22. If this is a concern then the limit can be smaller there. I also think 5 slots might be already enough if you have a couple valuable rares. How many people have 25 very valuable rares? Doubt it's that many... I seldom used the bank even on Serenity.
  23. Merchants should be for selling stuff not for holding bank lol. Also maybe you could get increased bank space with Loyalty Points. Say +5 with a maximum of 20 slots or something.
  24. Or we can all play on epic and have players be the bandits :). I saw something similar in Valheim with goblin camps. I also vaguely remember from maybe a decade ago that they actually wanted to have things like goblin camps and such, I would love to see those. I know there are occasional rift camps, maybe they can make something similar with trolls and goblins, that players can go and get some nice loot out of.